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Raportează o problemă de traducere
The only thing available is the crafting in engineering that consumes the original chosen weapons...
Sorry to keep you waiting. It took me too long to get over the horrible nightmare of losing my data due to ransomware.
There will be bug fixes and balance adjustments for Chosen Hero Weapon. Don't worry, I don't intend to spoil your enjoyment.
- Minor bug fixes: Errors due to typos
1. Dark Testament: Additional 1 passive skill. "First Hunter's Ammo"
ㄴWhen concealed, gain +100 bonus critical hit chance when attacking enemies.
2. THAT Browning
- Shamash's fate and Zudjari's end are replaced with gain +100 bonus critical hit chance instead of instant kill.
- Additional 1 passive skill. "Reverse Causal Weapon" - Deal +1 extra damage per focus level
cause the dark testament does less dps than shadow lance and its depressing.
any of the super soldiers auto reload so the ability is...meh...looks cool tho
a N7 Spartan Ghost operative Jedi was suppose to use the weapon with Ghost watch...
Dark Testament: additem ChosenVektorRifle_XCOM
Kal-00 Tsunami: additem CHOSENSMG_XCOM
THAT Browning: additem CHOSENSIDEARM_XCOM
Whisper's Colour Gauntlet: additem CASTERGAUNTLET_CHOSEN
Kakusi: additem WRISTBLADE_CHOSEN
Asthye is going to start my commission of The Bureau: XCOM Declassified mod very soon.
I intend to have all the Aliens from the bureau available, as there are many playable aliens mods out there. Imagine a civil war with the ones from the bureau leading them, it will bring so much more to our xcom2.
Just wondering if you are able to help with animation and weapon sfx for certain Aliens such as baby sectoid and Sectopod (the true version)?
I play most of your mods, which greatly enhanced the game. Even if a gun from The Bureau to start with would be good, I also understood you have other priorities.
With modders like you, even when Xcom 3 is released in 5 years time, I believe 2 will always be the King.
It seems that the problem is that I borrowed the code from Between the eye (Lost Execution Skill). So far I've tried putting as many constraints as possible so that the problem doesn't happen.
Of course, the error is fun. However, affecting anything other than the sidearm is too much of a balance break, so I'm going to adjust this.
@tastiger841
thank you The problem, though, is that Zudjari are far too 'normal' aliens compared to the rest of the Elder's soldiers. I'd love to see them back in the game, but there's a lot more urgent work to do than that.
But I'll try to figure out how to put the data you've provided to good use.
I have noticed you have few references regarding The Bureau: XCOM Declassified with your mods.
If you are interested, this guy has the assets:
https://www.youtube.com/watch?v=HnSKugcBP1Y
The links to the files are in the description, I also have the backup if the files are no longer there.
All chosen hero weapons can be crafted in the providing ground.
Joint Manufacturing: Chosen's Reaper Weapons
Requirements: Chosen Hunter Weapon Research, Colonel Reaper
ㄴDark Testament
Joint Manufacturing: Chosen's Skirmisher Weapons
Requirements: Chosen Assassin Weapon Research, Colonel Skirmisher
ㄴKal-00 Tsunami
ㄴKakusi
Joint Manufacturing: Chosen's Templar Weapons
Requirements: Chosen Warlock Weapon Research, Colonel Templar
ㄴWhisper's Colour Gauntlet
ㄴTHAT Browning
And it does not consume the existing chosen weapon.
+@ Sorry to keep you waiting.
My computer has finally recovered from ransomware, and the time has come to respond to your advice.
1. Chosen Hero Weapons will not 'consume' existing Chosen weapons.
-can craft it in the providing ground instead.
Actually. This work was going to take a long time as it involves graphics work. So far, my hiatus has been too long. It will be over soon enough.
The mod is pointless when the console is the only way to get the guns. I don't understand how such a simple idea could be so badly implemented.
The author clearly put a lot of work into the guns, but the effort is for naught. I don't understand why having them as a random Chosen reward was not done, as it makes obvious sense, and avoids the totally unnecessary coupling to the Proving Grounds. But well, it's outside of my power to fix, so whatever.
Currently, my main work computer has been serviced by a mechanic. I'm just hoping they can recover as much material as possible, and I'm looking for a backup copy of my XCOM mod. Sorry to keep you guys waiting.
PS: Coincidentally, I first found the CIV 6 mod file that had been neglected for about 3 years. I will serve in another Firaxis game for a while until the data is restored or I get a call from the mechanic.
the stun grenade have some explosen missing texter too
plz let me know if i need a mod to help this one work well or its a bug you fixing for us
thanks for the hard work i realy like ur ideas!
Maybe mod incompatibility with PGOV2.
Yes. To craft each hero's chosen weapon, you must consume one of the specific existing chosen weapons.
However, in the near future, the issue will change to producing only one through the Proving Ground project. (Similar to the Alien Hunter DLC weapon)
That mod doesn't work on my computer, so I can't test it. ㅠ_ㅠ